Hi,
How can I add/change a argument effect on a weapon?
I want to Give a weapon as argument celestial shield and some crit rate.
Where is this data in the databse?
and how can I add a effect?
Greetz,
Aggonn
Where argument in database?
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- Zealar
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Re: Where argument in database?
data\stats\augmentation = Skill + stats
Add here ->
Navicat -> item_attributes
Add here ->
Navicat -> item_attributes
- janiii
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Re: Where argument in database?
maybe these topics could help you:
http://www.l2jserver.com/old-forum/thre ... adid=32282
http://www.l2jserver.com/old-forum/thre ... adid=32006
http://www.l2jserver.com/old-forum/thre ... adid=32282
http://www.l2jserver.com/old-forum/thre ... adid=32006
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- MELERIX
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- janiii
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Re: Where argument in database?
..augment.. not the first time someone writes it wrong way..MELERIX wrote:argument ? wth
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- Zealar
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Re: Where argument in database?
Code: Select all
<augmentation id="14691"> <!-- Active: Renders you momentarily invincible. --> <skillId val="3158" /> <!-- Item Skill: Lesser Celestial Shield: Active: Bestows temporary invincibility. --> <skillLevel val="1" /> <type val="red" /> </augmentation>
get aug id = 14691
*65536
14691*65536 = 962789376 # And you will get this skill (but only skill no stats)
For get some stats you need resut to have (.)
962789376 + 1 = 962789377
962789377 / 65536 = 14691,0000152587890625
Red simbols will get you stats , but im no sure how this numbers get stats from tables.
- janiii
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Re: Where argument in database?
Zealar is right 
-----------------------------------------------------------------------------------------------------------------------
if you have the aug attribute, e.g. 969343077:
969343077 % 65536 => this is division with the rest (http://en.wikipedia.org/wiki/Modulo)
=> 969343077 / 65536 = 14791,0015411376953125
=> the bold number is the augment id which you find in the augmentation_skillmap.xml and gives you the skill id and its level
=> the rest of the division 969343077 % 65536 = 101
(the rest of the division can be also calculated as: 969343077 - 14791*65536 = 101)
=> this are the stats and it is defined in the client
-----------------------------------------------------------------------------------------------------------------------
if you want to give you an augment:
=> find the skill id of the skill you want to have on l2jdp.com/l2jdb, it has to be an item skill (active/passive/chance)
=> find the appropriate augment id in the augmentation_skillmap.xml (there can be more than 1 augment id for 1 skill and skill lvl)
=> augmentId * 65536 gives you the base for your aug attribute
=> if you want also stats, add the stats id (in client) to the base aug attribute calculated in the previous step (so you have: augId*65536 + statId = aug attribute )
=> in database, table item_attributes, check if the weapon has already a record (search after its objectId), if not then add a new record for the weapon with its objectId (you get it from the items table searching for charId and itemId), fill in the aug attribute you calculated, fill in also the skillId and skillLvl (this is what you really get!), elem can be set to -1 if you don't want any elemental enhancement (not the matter of this topic)

-----------------------------------------------------------------------------------------------------------------------
if you have the aug attribute, e.g. 969343077:
969343077 % 65536 => this is division with the rest (http://en.wikipedia.org/wiki/Modulo)
=> 969343077 / 65536 = 14791,0015411376953125
=> the bold number is the augment id which you find in the augmentation_skillmap.xml and gives you the skill id and its level
=> the rest of the division 969343077 % 65536 = 101
(the rest of the division can be also calculated as: 969343077 - 14791*65536 = 101)
=> this are the stats and it is defined in the client
-----------------------------------------------------------------------------------------------------------------------
if you want to give you an augment:
=> find the skill id of the skill you want to have on l2jdp.com/l2jdb, it has to be an item skill (active/passive/chance)
=> find the appropriate augment id in the augmentation_skillmap.xml (there can be more than 1 augment id for 1 skill and skill lvl)
=> augmentId * 65536 gives you the base for your aug attribute
=> if you want also stats, add the stats id (in client) to the base aug attribute calculated in the previous step (so you have: augId*65536 + statId = aug attribute )
=> in database, table item_attributes, check if the weapon has already a record (search after its objectId), if not then add a new record for the weapon with its objectId (you get it from the items table searching for charId and itemId), fill in the aug attribute you calculated, fill in also the skillId and skillLvl (this is what you really get!), elem can be set to -1 if you don't want any elemental enhancement (not the matter of this topic)
DO NOT EVEN TRY TO MESS WITH ME!
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Re: Where argument in database?
oke, but is there a list of "stat id's"?
It says it is in the client.. but I can't client mod
It says it is in the client.. but I can't client mod

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Re: Where argument in database?
Yes...i need tooaggonn wrote:oke, but is there a list of "stat id's"?
It says it is in the client.. but I can't client mod

"There is no 'patch' for stupidity"
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Re: Where argument in database?
basically do the following...aggonn wrote:oke, but is there a list of "stat id's"?
It says it is in the client.. but I can't client mod
just get to navicat>item_attributes
and considering that you have your desired augment (eg passive focus-3249 i think) in augmentskillid and thus the augattribute calculated the way janii said (14732*65536=965476352)
get the augmentattribute and:
-add 1 (that means augattribute:965476353) if you want extra stat p def
-add 2 (965476354) if you want extra stat m def....
-3 for max hp
-4 for max mp
........
8 (or something) for hp regen
9 ................. for mp regen
........
18 ................. for pdef + p att
and so on.
I cant remember exery single stat by heart but i checked them all and it seems that there is a table somewhere that get the bonuses each time (i mean +1 always gives +pdef, +2 m def and so on as mentioned above)... and adds the bonus.
these are my tested conclusions...
